What is UP for rock climbers hanging upside down,
when they are chatting on their phone,
which points towards the horizon,
whilst they live in Australia? ;)

( @Ian... give in to the temptation... )




Thanks Victor, those are some good notes.
And I guess some of them will take some time to figure out how to handle
them nicely.


1) Ok, right. I'll add that to the list.
http://www.pymunk.org/en/latest/_modules/pymunk/vec2d.html#Vec2d.normalize_return_length

That's useful because...
    when you want to keep the length (as a speed),
    but normalize the vector to be used just as a direction.

This would be like normalize_ip in the pygame vector.
  http://www.pygame.org/docs/ref/math.html#pygame.math.Vector2.normalize_ip

'normalize_ip' currently returns None.
So it might be nice to return the length(magnitude) there?

'normalize` returns a copy of the vector.



2) scaling back up from 0 does indeed seem hard.
Would it need to be only after it was scaled down?
Perhaps adding the last value would be useful.
But then, there are many ways a vector can come to be at zero.

3) perhaps some assumption could be used about screen->world coordinates
could be baked in.

Or some property of the vector,
    vec2(0, 1).asGL??? -> vec2(0, -1)

Swizzle convention?
    vec2(0, 1).xY -> vec2(0, -1)

Not sure really.

draw.circle says,
  "Give me the coordinates in pygame screen coordinates? Please." -> (0, 1)



4) oh yes, draw functions. Very good point.

Automatic rounding in the draw functions seem a good idea.
I'll include drawing a circle in my example I'm writing,
and perhaps modernise circle drawing first.

What would a pygame.draw.vector2 look like? draw.vector3?



5) I didn't try benchmarking with pypy.
I expect they'll have similar performance to other pygame C types like Rect.

Not sure if they have optimized keyword arguments(METH_KEYWORDS),
 as much as they have METH_NOARGS and METH_VARARGS.

I'm going to the pypy sprint in Leysin, and should get a benchmark ready by
then.





On Thu, Mar 1, 2018 at 10:17 AM, Ian Mallett <i...@geometrian.com> wrote:

> On Thu, Mar 1, 2018 at 1:43 AM, Greg Ewing <greg.ew...@canterbury.ac.nz>
> wrote:
>
>> No, no, no. Z points up in real physics!
>
>
> Oh, and I expect "j" is the imaginary unit, "Σ"s can be omitted, gravity
> is exactly 10 m/s, without the square, and anyway one can drop units
> whenever one feels like it?
> ( Must. Resist. Temptation. To. Rant. . . )
>

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